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/cvs/deliantra/server/common/button.c
Revision: 1.1
Committed: Fri Feb 3 07:11:30 2006 UTC (18 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Branch point for: UPSTREAM
Log Message:
Initial revision

File Contents

# Content
1 /*
2 * static char *rcsid_button_c =
3 * "$Id: button.c,v 1.30 2005/11/16 08:16:00 mwedel Exp $";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27 */
28
29 #include <global.h>
30 #include <funcpoint.h>
31
32 /*
33 * This code is no longer highly inefficient 8)
34 */
35
36 /*
37 * Push the specified object. This can affect other buttons/gates/handles
38 * altars/pedestals/holes in the whole map.
39 * Changed the routine to loop through _all_ objects.
40 * Better hurry with that linked list...
41 */
42
43 void push_button(object *op) {
44 object *tmp;
45 objectlink *ol;
46
47 /* LOG(llevDebug, "push_button: %s (%d)\n", op->name, op->count); */
48 for (ol = get_button_links(op); ol; ol = ol->next) {
49 if (!ol->ob || ol->ob->count != ol->id) {
50 LOG(llevError, "Internal error in push_button (%s).\n", op->name);
51 continue;
52 }
53 /* a button link object can become freed when the map is saving. As
54 * a map is saved, objects are removed and freed, and if an object is
55 * on top of a button, this function is eventually called. If a map
56 * is getting moved out of memory, the status of buttons and levers
57 * probably isn't important - it will get sorted out when the map is
58 * re-loaded. As such, just exit this function if that is the case.
59 */
60
61 if (QUERY_FLAG(ol->ob, FLAG_FREED)) return;
62 tmp = ol->ob;
63
64 /* if the criteria isn't appropriate, don't do anything */
65 if (op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_PUSH)) continue;
66 if (!op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_RELEASE)) continue;
67
68 switch(tmp->type) {
69
70 case GATE:
71 case HOLE:
72 tmp->value=tmp->stats.maxsp?!op->value:op->value;
73 tmp->speed=0.5;
74 update_ob_speed(tmp);
75 break;
76
77 case CF_HANDLE:
78 SET_ANIMATION(tmp, (tmp->value=tmp->stats.maxsp?!op->value:op->value));
79 update_object(tmp,UP_OBJ_FACE);
80 break;
81
82 case SIGN:
83 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) {
84 new_info_map(NDI_UNIQUE | NDI_NAVY,tmp->map,tmp->msg);
85 if (tmp->stats.food) tmp->last_eat++;
86 }
87 break;
88
89 case ALTAR:
90 tmp->value = 1;
91 SET_ANIMATION(tmp, tmp->value);
92 update_object(tmp,UP_OBJ_FACE);
93 break;
94
95 case BUTTON:
96 case PEDESTAL:
97 tmp->value=op->value;
98 SET_ANIMATION(tmp, tmp->value);
99 update_object(tmp,UP_OBJ_FACE);
100 break;
101
102 case MOOD_FLOOR:
103 do_mood_floor(tmp, op);
104 break;
105
106 case TIMED_GATE:
107 tmp->speed = tmp->arch->clone.speed;
108 update_ob_speed(tmp); /* original values */
109 tmp->value = tmp->arch->clone.value;
110 tmp->stats.sp = 1;
111 tmp->stats.hp = tmp->stats.maxhp;
112 /* Handle multipart gates. We copy the value for the other parts
113 * from the head - this ensures that the data will consistent
114 */
115 for (tmp=tmp->more; tmp!=NULL; tmp=tmp->more) {
116 tmp->speed = tmp->head->speed;
117 tmp->value = tmp->head->value;
118 tmp->stats.sp = tmp->head->stats.sp;
119 tmp->stats.hp = tmp->head->stats.hp;
120 update_ob_speed(tmp);
121 }
122 break;
123
124 case DIRECTOR:
125 case FIREWALL:
126 if(!QUERY_FLAG(tmp,FLAG_ANIMATE)&&tmp->type==FIREWALL) move_firewall(tmp);
127 else {
128 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
129 tmp->stats.sp = ((tmp->stats.sp-1)%8)+1;
130 animate_turning(tmp);
131 }
132 break;
133
134 case TELEPORTER:
135 move_teleporter(tmp);
136 break;
137
138 case CREATOR:
139 move_creator(tmp);
140 break;
141
142 case TRIGGER_MARKER:
143 move_marker(tmp);
144 break;
145
146 case DUPLICATOR:
147 move_duplicator(tmp);
148 break;
149 }
150 }
151 }
152
153 /*
154 * Updates everything connected with the button op.
155 * After changing the state of a button, this function must be called
156 * to make sure that all gates and other buttons connected to the
157 * button reacts to the (eventual) change of state.
158 */
159
160 void update_button(object *op) {
161 object *ab,*tmp,*head;
162 int tot,any_down=0, old_value=op->value;
163 objectlink *ol;
164
165 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
166 for (ol = get_button_links(op); ol; ol = ol->next) {
167 if (!ol->ob || ol->ob->count != ol->id) {
168 LOG(llevDebug, "Internal error in update_button (%s).\n", op->name);
169 continue;
170 }
171 tmp = ol->ob;
172 if (tmp->type==BUTTON) {
173 for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above)
174 /* Bug? The pedestal code below looks for the head of
175 * the object, this bit doesn't. I'd think we should check
176 * for head here also. Maybe it also makese sense to
177 * make the for ab=tmp->above loop common, and alter
178 * behaviour based on object within that loop?
179 */
180
181 /* Basically, if the move_type matches that on what the
182 * button wants, we count it. The second check is so that
183 * objects don't move (swords, etc) will count. Note that
184 * this means that more work is needed to make buttons
185 * that are only triggered by flying objects.
186 */
187 if ((ab->move_type & tmp->move_on) || ab->move_type==0 )
188 tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying;
189
190 tmp->value=(tot>=tmp->weight)?1:0;
191 if(tmp->value)
192 any_down=1;
193 } else if (tmp->type == PEDESTAL) {
194 tmp->value = 0;
195 for(ab=tmp->above; ab!=NULL; ab=ab->above) {
196 head = ab->head ? ab->head : ab;
197 /* Same note regarding move_type for buttons above apply here. */
198 if ( ((head->move_type & tmp->move_on) || ab->move_type==0) &&
199 (head->race==tmp->slaying ||
200 ((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) ||
201 (!strcmp (tmp->slaying, "player") &&
202 head->type == PLAYER)))
203 tmp->value = 1;
204 }
205 if(tmp->value)
206 any_down=1;
207 }
208 }
209 if(any_down) /* If any other buttons were down, force this to remain down */
210 op->value=1;
211
212 /* If this button hasn't changed, don't do anything */
213 if (op->value != old_value) {
214 SET_ANIMATION(op, op->value);
215 update_object(op, UP_OBJ_FACE);
216 push_button(op); /* Make all other buttons the same */
217 }
218 }
219
220 /*
221 * Updates every button on the map (by calling update_button() for them).
222 */
223
224 void update_buttons(mapstruct *m) {
225 objectlink *ol;
226 oblinkpt *obp;
227 for (obp = m->buttons; obp; obp = obp->next)
228 for (ol = obp->link; ol; ol = ol->next) {
229 if (!ol->ob || ol->ob->count != ol->id) {
230 LOG(llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n",
231 ol->ob?ol->ob->name:"null",
232 ol->ob?ol->ob->x:-1,
233 ol->ob?ol->ob->y:-1,
234 ol->id,
235 obp->value);
236 continue;
237 }
238 if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL)
239 {
240 update_button(ol->ob);
241 break;
242 }
243 }
244 }
245
246 void use_trigger(object *op)
247 {
248
249 /* Toggle value */
250 op->value = !op->value;
251 push_button(op);
252 }
253
254 /*
255 * Note: animate_object should be used instead of this,
256 * but it can't handle animations in the 8 directions
257 */
258
259 void animate_turning(object *op) /* only one part objects */
260 {
261 if (++op->state >= NUM_ANIMATIONS(op)/8)
262 op->state=0;
263 SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 +
264 op->state);
265 update_object(op,UP_OBJ_FACE);
266 }
267
268 #define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
269 #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
270
271 /* Returns true if the sacrifice meets the needs of the altar.
272 *
273 * Function put in (0.92.1) so that identify altars won't grab money
274 * unnecessarily - we can see if there is sufficient money, see if something
275 * needs to be identified, and then remove money if needed.
276 *
277 * 0.93.4: Linked objects (ie, objects that are connected) can not be
278 * sacrificed. This fixes a bug of trying to put multiple altars/related
279 * objects on the same space that take the same sacrifice.
280 */
281
282 int check_altar_sacrifice (object *altar, object *sacrifice)
283 {
284 if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE)
285 && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
286 && sacrifice->type != PLAYER)
287 {
288 if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name ||
289 ARCH_SACRIFICE(altar) == sacrifice->name ||
290 ARCH_SACRIFICE(altar) == sacrifice->slaying ||
291 (!strcmp(ARCH_SACRIFICE(altar),query_base_name(sacrifice,0))))
292 && NROF_SACRIFICE(altar) <= (sacrifice->nrof?sacrifice->nrof:1))
293 return 1;
294 if (strcmp (ARCH_SACRIFICE(altar), "money") == 0
295 && sacrifice->type == MONEY
296 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar))
297 return 1;
298 }
299 return 0;
300 }
301
302
303 /*
304 * operate_altar checks if sacrifice was accepted and removes sacrificed
305 * objects. If sacrifice was succeed return 1 else 0. Might be better to
306 * call check_altar_sacrifice (above) than depend on the return value,
307 * since operate_altar will remove the sacrifice also.
308 *
309 * If this function returns 1, '*sacrifice' is modified to point to the
310 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
311 */
312
313 int operate_altar (object *altar, object **sacrifice)
314 {
315
316 if ( ! altar->map) {
317 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
318 return 0;
319 }
320
321 if (!altar->slaying || altar->value)
322 return 0;
323
324 if ( ! check_altar_sacrifice (altar, *sacrifice))
325 return 0;
326
327 /* check_altar_sacrifice should have already verified that enough money
328 * has been dropped.
329 */
330 if (!strcmp(ARCH_SACRIFICE(altar), "money")) {
331 int number=NROF_SACRIFICE(altar) / (*sacrifice)->value;
332
333 /* Round up any sacrifices. Altars don't make change either */
334 if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++;
335 *sacrifice = decrease_ob_nr (*sacrifice, number);
336 }
337 else
338 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar));
339
340 if (altar->msg)
341 new_info_map(NDI_BLACK, altar->map, altar->msg);
342 return 1;
343 }
344
345 void trigger_move (object *op, int state) /* 1 down and 0 up */
346 {
347 op->stats.wc = state;
348 if (state) {
349 use_trigger(op);
350 if (op->stats.exp > 0) /* check sanity */
351 op->speed = 1.0 / op->stats.exp;
352 else
353 op->speed = 1.0;
354 update_ob_speed(op);
355 op->speed_left = -1;
356 } else {
357 use_trigger(op);
358 op->speed = 0;
359 update_ob_speed(op);
360 }
361 }
362
363
364 /*
365 * cause != NULL: something has moved on top of op
366 *
367 * cause == NULL: nothing has moved, we have been called from
368 * animate_trigger().
369 *
370 * TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
371 *
372 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
373 *
374 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
375 */
376 int check_trigger (object *op, object *cause)
377 {
378 object *tmp;
379 int push = 0, tot = 0;
380 int in_movement = op->stats.wc || op->speed;
381
382 switch (op->type) {
383 case TRIGGER_BUTTON:
384 if (op->weight > 0) {
385 if (cause) {
386 for (tmp = op->above; tmp; tmp = tmp->above)
387 /* Comment reproduced from update_buttons(): */
388 /* Basically, if the move_type matches that on what the
389 * button wants, we count it. The second check is so that
390 * objects that don't move (swords, etc) will count. Note that
391 * this means that more work is needed to make buttons
392 * that are only triggered by flying objects.
393 */
394
395 if ((tmp->move_type & op->move_on) || tmp->move_type==0) {
396 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1)
397 + tmp->carrying;
398 }
399 if (tot >= op->weight)
400 push = 1;
401 if (op->stats.ac == push)
402 return 0;
403 op->stats.ac = push;
404 SET_ANIMATION (op, push);
405 update_object (op, UP_OBJ_FACE);
406 if (in_movement || ! push)
407 return 0;
408 }
409 trigger_move (op, push);
410 }
411 return 0;
412
413 case TRIGGER_PEDESTAL:
414 if (cause) {
415 for (tmp = op->above; tmp; tmp = tmp->above) {
416 object *head = tmp->head ? tmp->head : tmp;
417
418 /* See comment in TRIGGER_BUTTON about move_types */
419 if (((head->move_type & op->move_on) || head->move_type==0)
420 && (head->race==op->slaying ||
421 (!strcmp (op->slaying, "player") && head->type == PLAYER))) {
422 push = 1;
423 break;
424 }
425 }
426 if (op->stats.ac == push)
427 return 0;
428 op->stats.ac = push;
429 SET_ANIMATION (op, push);
430 update_object(op,UP_OBJ_FACE);
431 if (in_movement || ! push)
432 return 0;
433 }
434 trigger_move (op, push);
435 return 0;
436
437 case TRIGGER_ALTAR:
438 if (cause) {
439 if (in_movement)
440 return 0;
441 if (operate_altar (op, &cause)) {
442 SET_ANIMATION (op, 1);
443 update_object(op,UP_OBJ_FACE);
444
445 if (op->last_sp >= 0) {
446 trigger_move (op, 1);
447 if (op->last_sp > 0)
448 op->last_sp = -op->last_sp;
449 }
450 else {
451 /* for trigger altar with last_sp, the ON/OFF
452 * status (-> +/- value) is "simulated":
453 */
454 op->value = !op->value;
455 trigger_move (op, 1);
456 op->last_sp = -op->last_sp;
457 op->value = !op->value;
458 }
459 return cause == NULL;
460 } else {
461 return 0;
462 }
463 } else {
464 SET_ANIMATION (op, 0);
465 update_object(op,UP_OBJ_FACE);
466
467 /* If trigger_altar has "last_sp > 0" set on the map,
468 * it will push the connected value only once per sacrifice.
469 * Otherwise (default), the connected value will be
470 * pushed twice: First by sacrifice, second by reset! -AV
471 */
472 if (!op->last_sp)
473 trigger_move (op, 0);
474 else {
475 op->stats.wc = 0;
476 op->value = !op->value;
477 op->speed = 0;
478 update_ob_speed(op);
479 }
480 }
481 return 0;
482
483 case TRIGGER:
484 if (cause) {
485 if (in_movement)
486 return 0;
487 push = 1;
488 }
489 SET_ANIMATION (op, push);
490 update_object(op,UP_OBJ_FACE);
491 trigger_move (op, push);
492 return 1;
493
494 default:
495 LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type);
496 return 0;
497 }
498 }
499
500 void add_button_link(object *button, mapstruct *map, int connected) {
501 oblinkpt *obp;
502 objectlink *ol = get_objectlink();
503
504 if (!map) {
505 LOG(llevError, "Tried to add button-link without map.\n");
506 return;
507 }
508 if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild
509 a connected map from a template map. */
510 /* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
511
512 SET_FLAG(button,FLAG_IS_LINKED);
513
514 ol->ob = button;
515 ol->id = button->count;
516
517 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next);
518
519 if (obp) {
520 ol->next = obp->link;
521 obp->link = ol;
522 } else {
523 obp = get_objectlinkpt();
524 obp->value = connected;
525
526 obp->next = map->buttons;
527 map->buttons = obp;
528 obp->link = ol;
529 }
530 }
531
532 /*
533 * Remove the object from the linked lists of buttons in the map.
534 * This is only needed by editors.
535 */
536
537 void remove_button_link(object *op) {
538 oblinkpt *obp;
539 objectlink **olp, *ol;
540
541 if (op->map == NULL) {
542 LOG(llevError, "remove_button_link() in object without map.\n");
543 return;
544 }
545 if (!QUERY_FLAG(op,FLAG_IS_LINKED)) {
546 LOG(llevError, "remove_button_linked() in unlinked object.\n");
547 return;
548 }
549 for (obp = op->map->buttons; obp; obp = obp->next)
550 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
551 if (ol->ob == op) {
552 /* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
553 obp->value, op->name, op->map->path);
554 */
555 *olp = ol->next;
556 free(ol);
557 return;
558 }
559 LOG(llevError, "remove_button_linked(): couldn't find object.\n");
560 CLEAR_FLAG(op,FLAG_IS_LINKED);
561 }
562
563 /*
564 * Return the first objectlink in the objects linked to this one
565 */
566
567 objectlink *get_button_links(object *button) {
568 oblinkpt *obp;
569 objectlink *ol;
570
571 if (!button->map)
572 return NULL;
573 for (obp = button->map->buttons; obp; obp = obp->next)
574 for (ol = obp->link; ol; ol = ol->next)
575 if (ol->ob == button && ol->id == button->count)
576 return obp->link;
577 return NULL;
578 }
579
580 /*
581 * Made as a separate function to increase efficiency
582 */
583
584 int get_button_value(object *button) {
585 oblinkpt *obp;
586 objectlink *ol;
587
588 if (!button->map)
589 return 0;
590 for (obp = button->map->buttons; obp; obp = obp->next)
591 for (ol = obp->link; ol; ol = ol->next)
592 if (ol->ob == button && ol->id == button->count)
593 return obp->value;
594 return 0;
595 }
596
597 /* This routine makes monsters who are
598 * standing on the 'mood floor' change their
599 * disposition if it is different.
600 * If floor is to be triggered must have
601 * a speed of zero (default is 1 for all
602 * but the charm floor type).
603 * by b.t. thomas@nomad.astro.psu.edu
604 */
605
606 void do_mood_floor(object *op, object *op2) {
607 object *tmp;
608 object *tmp2;
609
610 for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above)
611 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break;
612
613 /* doesn't effect players, and if there is a player on this space, won't also
614 * be a monster here.
615 */
616 if (!tmp || tmp->type == PLAYER) return;
617
618 switch(op->last_sp) {
619 case 0: /* furious--make all monsters mad */
620 if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE))
621 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE);
622 if(QUERY_FLAG(tmp, FLAG_FRIENDLY)) {
623 CLEAR_FLAG(tmp, FLAG_FRIENDLY);
624 remove_friendly_object(tmp);
625 tmp->attack_movement = 0;
626 /* lots of checks here, but want to make sure we don't
627 * dereference a null value
628 */
629 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type==PLAYER &&
630 tmp->owner->contr->ranges[range_golem]==tmp) {
631 tmp->owner->contr->ranges[range_golem]=NULL;
632 tmp->owner->contr->golem_count = 0;
633 }
634 tmp->owner = 0;
635 }
636 break;
637 case 1: /* angry -- get neutral monsters mad */
638 if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)&&
639 !QUERY_FLAG(tmp, FLAG_FRIENDLY))
640 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE);
641 break;
642 case 2: /* calm -- pacify unfriendly monsters */
643 if(!QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE))
644 SET_FLAG(tmp, FLAG_UNAGGRESSIVE);
645 break;
646 case 3: /* make all monsters fall asleep */
647 if(!QUERY_FLAG(tmp, FLAG_SLEEP))
648 SET_FLAG(tmp, FLAG_SLEEP);
649 break;
650 case 4: /* charm all monsters */
651
652 if(op == op2) break; /* only if 'connected' */
653
654 for(tmp2=get_map_ob(op2->map,op2->x,op2->y); /* finding an owner */
655 tmp2->type!=PLAYER;tmp2=tmp2->above)
656 if(tmp2->above==NULL) break;
657
658 if (tmp2->type != PLAYER)
659 break;
660 set_owner(tmp,tmp2);
661 SET_FLAG(tmp,FLAG_MONSTER);
662 tmp->stats.exp = 0;
663 SET_FLAG(tmp, FLAG_FRIENDLY);
664 add_friendly_object (tmp);
665 tmp->attack_movement = PETMOVE;
666 break;
667
668 default:
669 break;
670
671 }
672 }
673
674 /* this function returns the object it matches, or NULL if non.
675 * It will descend through containers to find the object.
676 * slaying = match object slaying flag
677 * race = match object archetype name flag
678 * hp = match object type (excpt type '0'== PLAYER)
679 */
680
681 object * check_inv_recursive(object *op, object *trig)
682 {
683 object *tmp,*ret=NULL;
684
685 /* First check the object itself. */
686 if((trig->stats.hp && (op->type == trig->stats.hp))
687 || (trig->slaying && (op->slaying == trig->slaying))
688 || (trig->race && (op->arch->name == trig->race)))
689 return op;
690
691 for(tmp=op->inv; tmp; tmp=tmp->below) {
692 if (tmp->inv) {
693 ret=check_inv_recursive(tmp, trig);
694 if (ret) return ret;
695 }
696 else if((trig->stats.hp && (tmp->type == trig->stats.hp))
697 || (trig->slaying && (tmp->slaying == trig->slaying))
698 || (trig->race && (tmp->arch->name == trig->race)))
699 return tmp;
700 }
701 return NULL;
702 }
703
704 /* check_inv(), a function to search the inventory,
705 * of a player and then based on a set of conditions,
706 * the square will activate connected items.
707 * Monsters can't trigger this square (for now)
708 * Values are: last_sp = 1/0 obj/no obj triggers
709 * last_heal = 1/0 remove/dont remove obj if triggered
710 * -b.t. (thomas@nomad.astro.psu.edu
711 */
712
713 void check_inv (object *op, object *trig) {
714 object *match;
715
716 if(op->type != PLAYER) return;
717 match = check_inv_recursive(op,trig);
718 if (match && trig->last_sp) {
719 if(trig->last_heal)
720 decrease_ob(match);
721 use_trigger(trig);
722 }
723 else if (!match && !trig->last_sp)
724 use_trigger(trig);
725 }
726
727
728 /* This does a minimal check of the button link consistency for object
729 * map. All it really does it much sure the object id link that is set
730 * matches what the object has.
731 */
732 void verify_button_links(mapstruct *map) {
733 oblinkpt *obp;
734 objectlink *ol;
735
736 if (!map) return;
737
738 for (obp = map->buttons; obp; obp = obp->next) {
739 for (ol=obp->link; ol; ol=ol->next) {
740 if (ol->id!=ol->ob->count)
741 LOG(llevError,"verify_button_links: object %s on list is corrupt (%d!=%d)\n",ol->ob->name, ol->id, ol->ob->count);
742 }
743 }
744 }